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Speedernet builds an augmented third place for online collaboration

Le tiers lieu augmenté par Speedernet

Speedernet has carried out over 3,000 immersive learning and digital learning projects.

Crédits photos : Speedernet

A digital learning specialist since 1999, Speedernet is working to boost the adoption of immersive learning in professional and educational environments. Speedernet has recently developed a new solution, an augmented third place, which combines physical and virtual space, with the aim of encouraging online collaboration. Speedernet will be exhibiting at Laval Virtual on April 10-12, 2024, on stand A32. Interview with Patrick Jordikian, Associate Director.

Can you introduce your company?

At Speedernet, we describe ourselves as “the digital learning family” because, whatever work we undertake as experts in training support (in the production of content with our digital learning studio, in training engineering or in the development of our software), we put the human link at the heart of everything! And that’s what’s made the difference for 25 years. That’s right, 25 years this year! We’re in the prime of our career, and we’re more than ever committed to innovation, as you’ll see once again at this year’s exhibition.

What will your company show at Laval Virtual 2024?

We’re going to be launching our new offer, which enables us to reinvent physical and virtual spaces by combining them or by augmenting the physical space. This will be a first that we will be addressing directly at Laval Virtual. We’ll also be showcasing the latest developments of our Speedernet Sphere software, a multi-device application for creating immersive, interactive and scripted content, simply and securely. So you can build and enhance your experiences, make the most of the immersive aspect and offer your learners ever more effective training.

What is your company’s current project?

The augmented third place is a solution that provides a virtual space or links a physical space to a virtual space, with the aim of encouraging collaboration by using virtual reality (VR) for training, marketing and project management purposes. The virtual environment, which includes a range of social tools to encourage exchange and collaboration, can incorporate any type of experience created with Speedernet Sphere, as well as a variety of documents and content, making it possible to set up a space dedicated to specific forms of collaborative working.

The aim of our solutions is to open up new fields, whether it’s working together in a virtual space, or bringing together and connecting the physical and the virtual. But collaboration isn’t just about working together, it’s also about using multi-user VR experiences and the ways in which the environment makes it possible.

What innovation do you think has most transformed the world of VR/AR?

Deployment has always been the main obstacle to the development of VR, through the perception and image that decision-makers have of it. Complexity made easy is therefore the main challenge facing our sector. The performance of virtual reality headsets and the improvement in deployment environments that we are seeing are directly responsible for the wider adoption of immersive technologies. But there is still work to be done to make things even simpler.

The baseline of our 26th edition is “Act For The Future”. In your opinion, how can immersive technologies impact the world of tomorrow?

Immersive technologies can have an impact on tomorrow’s world by making the distant more real, by augmenting it. They can help us get things done without losing social links, collaboration and, more broadly, the human aspect.

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